Creator: mori8 || First Published: 07/28/2012 || Players: 2 || Size: 19x18
| Categories: S-Rank, Hall of Fame, Standard | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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Mori2 (07/28/2012 01:19pm | Edited: 07/28/2012 01:20pm):
Debated doing an FTA counter similar to Shangri-La here. Might still change it. |
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Mori2 (08/15/2012 05:32pm):
8. I was outplayed fairly well here. |
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the FANG (06/13/2015 09:58am):
Please tell me the reason of banning Javier. I feel really tired of VB vs VB...... |
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walkerboh01 (09/13/2021 04:15pm):
This map is in the Hall of Fame as one of the most influential standard competitive maps of its era (approx. 2013 - 2017). |
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LooseLazuli (12/23/2021 09:49pm | Edited: 06/04/2022 07:08pm):
-redacted- |
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caricature4 (03/10/2022 03:16pm):
I love this map. I'm not very good at it, but it really seems to reward careful positioning and thinking ahead, between the tight terrain and the role of air units. |
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PMeisterGeneral (03/15/2022 04:52am):
OK so I have a roughly 2-1 win ratio on awbw and have much more joy in standard than fog but....I always get easily trounced on this map. I just don't get it? |
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Fletcheese (03/22/2022 11:45am):
Very interesting map. Lots of choke points and mountains for artilleries plus 3 bases for proper infantry support. Copters viable for the same reasons. Clear strong/weak sides but close enough to reward front switching/balance of controlling the middle. Base rushing out of the question with two labs each. Pipe seam is a trap imo but that's the case on most maps |
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ais523 (06/03/2022 05:23pm):
This map is better than I initially gave it credit for. There's a lot of squabbling over properties even once the the players' vehicles have met, which is unusual, and leads to an interesting balance between fighting and capturing. The weak side can be reinforced through the middle of the map, which gives it an unusual sort of strategic importance – in particular, the preowned cities are very vulnerable because they can't easily be reinforced that way. As mentioned earlier, the pipe seams are probably not worth it – they only save 2 squares' worth of movement getting to the centre. Moving the forests behind them so that they don't block the route would make them more viable, but I'm not sure that that would necessarily improve the map. |
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skatenoob (06/17/2022 02:45am):
Yes I am a low rank noob. But on this map rachel is OP. Units are forced to clump up since this is a small map. If you spread your units out they will get picked off one by one. Create a wall rachels power will decimate your forces. |
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MaxxSaigen (06/13/2025 02:49am):
Knowledge check for any future players. Rush the center cities or you lose. Especially if youre the second player. |
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